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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Become familiar with the dedicated Subdivision Workspace as you discover subdivision modeling methods and terminology.
Type:
Tutorial
Length:
1 hr. 29 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:02
In Alias, we can create smooth NURBS models
00:05
using subdivision modeling techniques.
00:09
A subdivision object has an orange wire frame
00:12
but sometimes it will be shown green if it's got construction history
00:15
like Symmetry Align here.
00:19
The individual patches are known as limit surfaces
00:22
and we don't manipulate these directly.
00:24
Instead we use the subdivision control cage
00:28
that I can show with this box shading mode
00:30
and manipulate by turning on the control vertices.
00:35
And then I can use the normal Selection and Transform tools
00:39
to shape the subdivision either in the box shading
00:42
or more typically with surface shading.
00:45
And you can see that all the limit surfaces update and stay connected and smooth.
00:51
And because these are NURBS surfaces, I can create a hybrid model.
00:56
So you can maintain the simplicity of the SubD control cage
01:00
but also use traditional NURBS trimming and surface tools.
01:05
So here I've projected curves and trimmed holes in the limit surfaces
01:09
and added a surface filet
01:11
and the same up here
01:13
all with history and without affecting or over-complicating the SubD topology.
01:19
So you can present a finished design but keep the subdivision model easy to change.
01:26
And the topology of the control cage is key
01:28
to sculpting more complex shapes like this car.
01:32
So we're generally aiming for quads where possible
01:35
with a good flow in both directions.
01:38
But we do have the flexibility with subdivisions to use star
01:41
points like these five edges coming into one point here,
01:45
and n-gons like this five sided one
01:48
and three sides down here.
01:51
And this thicker edge is a crease on the subdivision cage
01:55
which gives a sharp edge on the limit surfaces.
01:59
So if I check the G2 curvature continuity,
02:02
all the non-creased surfaces are smoothly connected.
02:06
And where a crease is specified, you get G0 position continuity.
02:13
You won't get production quality highlights,
02:15
but you do maintain a smooth coherent object as you make changes.
02:20
And this means that you can focus on shaping
02:22
your design by moving the control cage vertices.
02:26
And the subdivision math does all the work
02:28
of keeping those limit surfaces smooth and connected,
02:31
which is a big time-saver around tricky blended areas like this wheel arch.
Video transcript
00:02
In Alias, we can create smooth NURBS models
00:05
using subdivision modeling techniques.
00:09
A subdivision object has an orange wire frame
00:12
but sometimes it will be shown green if it's got construction history
00:15
like Symmetry Align here.
00:19
The individual patches are known as limit surfaces
00:22
and we don't manipulate these directly.
00:24
Instead we use the subdivision control cage
00:28
that I can show with this box shading mode
00:30
and manipulate by turning on the control vertices.
00:35
And then I can use the normal Selection and Transform tools
00:39
to shape the subdivision either in the box shading
00:42
or more typically with surface shading.
00:45
And you can see that all the limit surfaces update and stay connected and smooth.
00:51
And because these are NURBS surfaces, I can create a hybrid model.
00:56
So you can maintain the simplicity of the SubD control cage
01:00
but also use traditional NURBS trimming and surface tools.
01:05
So here I've projected curves and trimmed holes in the limit surfaces
01:09
and added a surface filet
01:11
and the same up here
01:13
all with history and without affecting or over-complicating the SubD topology.
01:19
So you can present a finished design but keep the subdivision model easy to change.
01:26
And the topology of the control cage is key
01:28
to sculpting more complex shapes like this car.
01:32
So we're generally aiming for quads where possible
01:35
with a good flow in both directions.
01:38
But we do have the flexibility with subdivisions to use star
01:41
points like these five edges coming into one point here,
01:45
and n-gons like this five sided one
01:48
and three sides down here.
01:51
And this thicker edge is a crease on the subdivision cage
01:55
which gives a sharp edge on the limit surfaces.
01:59
So if I check the G2 curvature continuity,
02:02
all the non-creased surfaces are smoothly connected.
02:06
And where a crease is specified, you get G0 position continuity.
02:13
You won't get production quality highlights,
02:15
but you do maintain a smooth coherent object as you make changes.
02:20
And this means that you can focus on shaping
02:22
your design by moving the control cage vertices.
02:26
And the subdivision math does all the work
02:28
of keeping those limit surfaces smooth and connected,
02:31
which is a big time-saver around tricky blended areas like this wheel arch.
Transcript
00:02
Retopo is a tool set that uses the mouse buttons and the Shift, Ctrl and Alt keys
00:07
to provide the same functions as these subdivision build and edit tools.
00:12
And it's similar to Maya's Quad Draw
00:13
in that you can build on to target meshes
00:16
or NURBS surfaces
00:18
or onto a view plane.
00:21
I'm going to use this mesh as a target.
00:24
But first, I'll just make it a bit more transparent so I can use it as an underlay.
00:28
Then I can double-click on the
00:30
Retopo tool
00:31
and make sure that I've got history turned on
00:34
and the first prompt is for the target.
00:37
So I'll use this body side and hit Next or space bar.
00:41
And the second prompt is for projecting an existing SubD, but I haven't got one,
00:45
so I'll go straight to the Go button
00:47
or space bar again.
00:49
So then I get this hotkey help card here which shows all the tools I can use.
00:55
And so I start by placing some dots on the mesh roughly where I want the vertices to be.
01:02
And you can see that they've been placed directly onto the mesh.
01:07
And then if I hold the Shift key down,
01:09
I get a preview of the possible quads and then I just click to build the ones I want.
01:15
And then I could do more dots.
01:17
Or this time I can use the Shift key to extrude edges by clicking and dragging.
01:22
And then without the Shift key, I can adjust a vertex
01:26
or an edge or even a face.
01:31
When I have a longer edge loop,
01:33
then Shift with the left mouse button
01:35
extrudes just one edge.
01:37
So I'll do another one of those.
01:42
And then Shift with the middle mouse button extrudes a whole edge loop.
01:46
So without Shift, I can tidy those vertices a bit.
01:51
And then to finish off the topology down here, I could either extrude one face
01:57
and then the Shift button shows me this preview
01:59
and I can click to bridge across the gap
02:02
or if I undo that,
02:04
then I could extrude the whole edge loop with the middle mouse button.
02:08
And then I have this gap here.
02:10
But all I need to do is just drag one
02:12
point on top of another and they're automatically welded.
02:16
So I'll come out of the
02:17
Retopo tool using Pick Nothing, Pick Object
02:20
and I'll put some cross sections on.
02:22
So you can see that the limit surfaces
02:24
in green are sitting slightly below the target mesh
02:26
because they're always slightly inwards of the control cage vertices.
02:33
And I've come out of Retopo
02:34
now, so I need to do a Query Edit History to get back into that editing mode.
02:40
So the Shift key on an interior edge loop does a perpendicular insert,
02:45
so I can add some loops to bring that close to the mesh
02:50
and I can continue to extrude around the wheel arch.
02:53
But I also want to follow this belt line.
02:57
And so to change that topology, I could use Ctrl and
03:00
Alt to cut from that point here
03:02
across to here.
03:05
And then I can just use the Ctrl key to delete that triangle.
03:09
But any time I can click additional dots
03:12
and then use one of those to create another face with the Shift key.
03:18
And then I'll just do some extrudes to finish off around the wheel arch
03:22
and continue along the belt line.
03:26
And then finally holding and moving the right mouse button
03:29
is a Relax function that eases out the angles between all the edges
03:33
and lets me tidy up the SubD.
03:39
And finally,
03:39
I'm going to use these three examples to
03:41
look at the History and Projection settings.
03:44
This one has both selected.
03:46
So if I move a vertex when I'm outside the
03:49
Retopo tool,
03:50
then as soon as I let go of the mouse, it always snaps back to the target geometry.
03:56
Without Persistent Projection,
03:57
then I'm free to move any vertices away from the target.
04:01
But when I next use Query Edit,
04:03
then I can move any of the other vertices and that one's not affected.
04:08
But as soon as I touch that one,
04:09
it will get re-projected onto the target.
04:13
Then finally, with no history at all, then obviously
04:16
I'm free to move any of the vertices,
04:18
but I've got no way back into the Retopo
04:21
tool using Query Edit.
04:23
And instead I just need to use the standard SubD tools to keep working on it.
Video transcript
00:02
Retopo is a tool set that uses the mouse buttons and the Shift, Ctrl and Alt keys
00:07
to provide the same functions as these subdivision build and edit tools.
00:12
And it's similar to Maya's Quad Draw
00:13
in that you can build on to target meshes
00:16
or NURBS surfaces
00:18
or onto a view plane.
00:21
I'm going to use this mesh as a target.
00:24
But first, I'll just make it a bit more transparent so I can use it as an underlay.
00:28
Then I can double-click on the
00:30
Retopo tool
00:31
and make sure that I've got history turned on
00:34
and the first prompt is for the target.
00:37
So I'll use this body side and hit Next or space bar.
00:41
And the second prompt is for projecting an existing SubD, but I haven't got one,
00:45
so I'll go straight to the Go button
00:47
or space bar again.
00:49
So then I get this hotkey help card here which shows all the tools I can use.
00:55
And so I start by placing some dots on the mesh roughly where I want the vertices to be.
01:02
And you can see that they've been placed directly onto the mesh.
01:07
And then if I hold the Shift key down,
01:09
I get a preview of the possible quads and then I just click to build the ones I want.
01:15
And then I could do more dots.
01:17
Or this time I can use the Shift key to extrude edges by clicking and dragging.
01:22
And then without the Shift key, I can adjust a vertex
01:26
or an edge or even a face.
01:31
When I have a longer edge loop,
01:33
then Shift with the left mouse button
01:35
extrudes just one edge.
01:37
So I'll do another one of those.
01:42
And then Shift with the middle mouse button extrudes a whole edge loop.
01:46
So without Shift, I can tidy those vertices a bit.
01:51
And then to finish off the topology down here, I could either extrude one face
01:57
and then the Shift button shows me this preview
01:59
and I can click to bridge across the gap
02:02
or if I undo that,
02:04
then I could extrude the whole edge loop with the middle mouse button.
02:08
And then I have this gap here.
02:10
But all I need to do is just drag one
02:12
point on top of another and they're automatically welded.
02:16
So I'll come out of the
02:17
Retopo tool using Pick Nothing, Pick Object
02:20
and I'll put some cross sections on.
02:22
So you can see that the limit surfaces
02:24
in green are sitting slightly below the target mesh
02:26
because they're always slightly inwards of the control cage vertices.
02:33
And I've come out of Retopo
02:34
now, so I need to do a Query Edit History to get back into that editing mode.
02:40
So the Shift key on an interior edge loop does a perpendicular insert,
02:45
so I can add some loops to bring that close to the mesh
02:50
and I can continue to extrude around the wheel arch.
02:53
But I also want to follow this belt line.
02:57
And so to change that topology, I could use Ctrl and
03:00
Alt to cut from that point here
03:02
across to here.
03:05
And then I can just use the Ctrl key to delete that triangle.
03:09
But any time I can click additional dots
03:12
and then use one of those to create another face with the Shift key.
03:18
And then I'll just do some extrudes to finish off around the wheel arch
03:22
and continue along the belt line.
03:26
And then finally holding and moving the right mouse button
03:29
is a Relax function that eases out the angles between all the edges
03:33
and lets me tidy up the SubD.
03:39
And finally,
03:39
I'm going to use these three examples to
03:41
look at the History and Projection settings.
03:44
This one has both selected.
03:46
So if I move a vertex when I'm outside the
03:49
Retopo tool,
03:50
then as soon as I let go of the mouse, it always snaps back to the target geometry.
03:56
Without Persistent Projection,
03:57
then I'm free to move any vertices away from the target.
04:01
But when I next use Query Edit,
04:03
then I can move any of the other vertices and that one's not affected.
04:08
But as soon as I touch that one,
04:09
it will get re-projected onto the target.
04:13
Then finally, with no history at all, then obviously
04:16
I'm free to move any of the vertices,
04:18
but I've got no way back into the Retopo
04:21
tool using Query Edit.
04:23
And instead I just need to use the standard SubD tools to keep working on it.
Transcript
00:03
In a previous video, we were extruding from curves.
00:07
And this pick type setting is important because if
00:10
I now select here on this wheel arch,
00:13
you can see that it's picked the limit surfaces
00:15
instead of the control cage edges.
00:18
And I don't get the result that I want.
00:21
So undo that
00:22
and then if I change the pick type here to Edges, this time,
00:26
it picks the control cage edges as I wanted
00:29
and extrudes as I'd expect.
00:33
Now All would seem like a good general setting.
00:36
But what happens is you tend to end up having the Pick Chooser always popping up
00:40
for the surface, the edge or the face and this becomes a bit inefficient.
00:46
So one of the best ways to work is to close Extrude
00:50
and then pick the objects and turn on the controls display
00:54
and then use the Pick tool, so I'll do edge loops here,
00:58
because when I then go to the Extrude tool,
01:01
the option gets automatically set correctly
01:04
and then I can do the extrude.
01:09
So if we now have a look at the roof
01:11
this time, I'll start with the tool and set it to Edges.
01:15
But note that it's not edge loops. So the first click will turn the controls on,
01:19
but then I have to select edge by edge.
01:23
But I can use Shift to select the last edge with my Add
01:26
mouse button
01:27
to pick the whole edge loop.
01:29
So that Add mouse button is whatever you've got set to Add in the Selection Options.
01:35
And the default is the middle mouse button,
01:37
but you may have them set differently, so make sure you check that.
01:41
Then I can do the extrude.
01:43
And I'm gonna have a look at these two options.
01:47
Weld Together refers to in-between the new faces.
01:51
So these are welded together and smooth.
01:54
So if I turn that off, you can see that now the edges aren't welded.
01:58
So you're almost always going to keep that on.
02:02
But also the new extrude is welded to the original, so it's a smooth connection.
02:07
But if you turn on Edges As New Bodies, then it gets created as a new separate SubD.
02:14
But you need to be careful that when you do the next extrude, that you take that off
02:18
if you want them to continue being connected.
02:24
And the tip here is that if you make a mistake with the manipulator like this,
02:28
you can't just undo the transform.
02:31
Instead, the last extrude gets undone and you get taken out of the tool.
02:38
You can also extrude from faces.
02:40
So if we have a look at this sat nav shape
02:43
it tends to work well on closed forms like this.
02:46
So I can pick these two central faces
02:49
and then like before the Extrude
02:51
tool automatically switches
02:52
to whatever I've got selected, so in this case faces.
02:57
So what happens is that those faces get moved
02:60
and their new faces are added in the gap that's created.
03:04
So I can shrink that down and quite easily create a protrusion for the antenna.
03:13
But if we have a look at the hood,
03:14
this is built in one half with an open edge here on the center line.
03:19
So if I want to create a hood scoop
03:21
then I can pick these three faces
03:24
and just raise that up a bit.
03:27
But then when I shade the limit surfaces, it looks a bit strange round here.
03:32
But you can see why in box mode because
03:34
it's just created these extra faces on the inside.
03:37
And I can just delete those,
03:39
but I can't select because the vertex display was
03:42
only temporary whilst the extrude tool is active.
03:45
So I need to pick the object and display the vertices
03:47
first and then I can just pick and delete those faces.
Video transcript
00:03
In a previous video, we were extruding from curves.
00:07
And this pick type setting is important because if
00:10
I now select here on this wheel arch,
00:13
you can see that it's picked the limit surfaces
00:15
instead of the control cage edges.
00:18
And I don't get the result that I want.
00:21
So undo that
00:22
and then if I change the pick type here to Edges, this time,
00:26
it picks the control cage edges as I wanted
00:29
and extrudes as I'd expect.
00:33
Now All would seem like a good general setting.
00:36
But what happens is you tend to end up having the Pick Chooser always popping up
00:40
for the surface, the edge or the face and this becomes a bit inefficient.
00:46
So one of the best ways to work is to close Extrude
00:50
and then pick the objects and turn on the controls display
00:54
and then use the Pick tool, so I'll do edge loops here,
00:58
because when I then go to the Extrude tool,
01:01
the option gets automatically set correctly
01:04
and then I can do the extrude.
01:09
So if we now have a look at the roof
01:11
this time, I'll start with the tool and set it to Edges.
01:15
But note that it's not edge loops. So the first click will turn the controls on,
01:19
but then I have to select edge by edge.
01:23
But I can use Shift to select the last edge with my Add
01:26
mouse button
01:27
to pick the whole edge loop.
01:29
So that Add mouse button is whatever you've got set to Add in the Selection Options.
01:35
And the default is the middle mouse button,
01:37
but you may have them set differently, so make sure you check that.
01:41
Then I can do the extrude.
01:43
And I'm gonna have a look at these two options.
01:47
Weld Together refers to in-between the new faces.
01:51
So these are welded together and smooth.
01:54
So if I turn that off, you can see that now the edges aren't welded.
01:58
So you're almost always going to keep that on.
02:02
But also the new extrude is welded to the original, so it's a smooth connection.
02:07
But if you turn on Edges As New Bodies, then it gets created as a new separate SubD.
02:14
But you need to be careful that when you do the next extrude, that you take that off
02:18
if you want them to continue being connected.
02:24
And the tip here is that if you make a mistake with the manipulator like this,
02:28
you can't just undo the transform.
02:31
Instead, the last extrude gets undone and you get taken out of the tool.
02:38
You can also extrude from faces.
02:40
So if we have a look at this sat nav shape
02:43
it tends to work well on closed forms like this.
02:46
So I can pick these two central faces
02:49
and then like before the Extrude
02:51
tool automatically switches
02:52
to whatever I've got selected, so in this case faces.
02:57
So what happens is that those faces get moved
02:60
and their new faces are added in the gap that's created.
03:04
So I can shrink that down and quite easily create a protrusion for the antenna.
03:13
But if we have a look at the hood,
03:14
this is built in one half with an open edge here on the center line.
03:19
So if I want to create a hood scoop
03:21
then I can pick these three faces
03:24
and just raise that up a bit.
03:27
But then when I shade the limit surfaces, it looks a bit strange round here.
03:32
But you can see why in box mode because
03:34
it's just created these extra faces on the inside.
03:37
And I can just delete those,
03:39
but I can't select because the vertex display was
03:42
only temporary whilst the extrude tool is active.
03:45
So I need to pick the object and display the vertices
03:47
first and then I can just pick and delete those faces.
Transcript
00:03
The Subdivision Bridge tool builds faces between opposite edges
00:10
and you can have a different number of edges on each side,
00:13
and I can use space bar for Build,
00:16
but you'll end up with a multi-
00:18
sided face, and that means your limit surfaces will be overly complex.
00:23
So I'll undo that.
00:25
And what you typically do with Bridge is think about the topology first.
00:29
So if I want to create this feature here,
00:32
I can move and scale these vertices to line them up
00:36
and that gives me two edges here.
00:40
And then over at the rear,
00:41
I can start to think about how the wheel
00:43
arch is gotta stretch up to this shoulder line.
00:48
And I'm keeping the topology really simple at this stage.
00:55
And this time, I'll double click on Bridge to open the option window
00:59
and I'll pick two edges here
01:01
and then two on this side
01:03
and space bar for Build.
01:06
And that builds a straight line connection.
01:09
Because I've got the window open, I can choose how many divisions I want in between.
01:15
And then I can just move these vertices inwards a bit
01:18
to shape that side panel.
01:21
And I'll just turn off the sketch.
01:24
And so you can see that the new faces are welded and blended
01:27
into the edges I've built from.
01:31
Here at the back,
01:32
I've already arranged the vertices to have three edges here and three here.
01:37
And I'm also going to just delete these faces so that I can rethink the topology.
01:43
So I could do just a normal flat bridge across here.
01:47
But there's also the option of creating a path curve to influence the shape.
01:52
So I'll use an edit point curve
01:54
and I'll just give that a little bit of shape.
01:58
And like before we can use Shift-select with the Add mouse button,
02:03
but I can also drag-select because you can't bridge to an internal edge,
02:07
so they don't even get selected.
02:10
So pick the curve
02:12
and then do the build.
02:13
And you can see that instead of a straight line,
02:16
the bridge is roughly following the curve shape.
02:21
In practice though, it's often just as easy to pick and move the vertices instead.
02:28
And then to finish off, I could just bridge across here.
02:31
But if I end up creating non-matching topology,
02:34
then this side edge doesn't get welded.
02:40
So I can undo that, and this time get the topology matching,
02:44
and then you can see that it's welded on the side as well as the two ends.
02:53
And finally, I've got a section of wheel here
02:55
and I've just revolved a front and a back SubD
02:60
and I'll just make the box shading a bit transparent here
03:02
so I can see all of the faces.
03:06
And so bridging across edges is our typical workflow,
03:10
but you can also use faces.
03:13
So I'll drag-select all these faces on both sides.
03:17
And when a closed loop is selected,
03:18
these arrows appear to correct any twisting that might happen.
03:23
And then when I build, all those faces are deleted
03:26
and new bridge faces are created across the resulting edges.
03:31
So it's not a common workflow, but it can occasionally be useful.
Video transcript
00:03
The Subdivision Bridge tool builds faces between opposite edges
00:10
and you can have a different number of edges on each side,
00:13
and I can use space bar for Build,
00:16
but you'll end up with a multi-
00:18
sided face, and that means your limit surfaces will be overly complex.
00:23
So I'll undo that.
00:25
And what you typically do with Bridge is think about the topology first.
00:29
So if I want to create this feature here,
00:32
I can move and scale these vertices to line them up
00:36
and that gives me two edges here.
00:40
And then over at the rear,
00:41
I can start to think about how the wheel
00:43
arch is gotta stretch up to this shoulder line.
00:48
And I'm keeping the topology really simple at this stage.
00:55
And this time, I'll double click on Bridge to open the option window
00:59
and I'll pick two edges here
01:01
and then two on this side
01:03
and space bar for Build.
01:06
And that builds a straight line connection.
01:09
Because I've got the window open, I can choose how many divisions I want in between.
01:15
And then I can just move these vertices inwards a bit
01:18
to shape that side panel.
01:21
And I'll just turn off the sketch.
01:24
And so you can see that the new faces are welded and blended
01:27
into the edges I've built from.
01:31
Here at the back,
01:32
I've already arranged the vertices to have three edges here and three here.
01:37
And I'm also going to just delete these faces so that I can rethink the topology.
01:43
So I could do just a normal flat bridge across here.
01:47
But there's also the option of creating a path curve to influence the shape.
01:52
So I'll use an edit point curve
01:54
and I'll just give that a little bit of shape.
01:58
And like before we can use Shift-select with the Add mouse button,
02:03
but I can also drag-select because you can't bridge to an internal edge,
02:07
so they don't even get selected.
02:10
So pick the curve
02:12
and then do the build.
02:13
And you can see that instead of a straight line,
02:16
the bridge is roughly following the curve shape.
02:21
In practice though, it's often just as easy to pick and move the vertices instead.
02:28
And then to finish off, I could just bridge across here.
02:31
But if I end up creating non-matching topology,
02:34
then this side edge doesn't get welded.
02:40
So I can undo that, and this time get the topology matching,
02:44
and then you can see that it's welded on the side as well as the two ends.
02:53
And finally, I've got a section of wheel here
02:55
and I've just revolved a front and a back SubD
02:60
and I'll just make the box shading a bit transparent here
03:02
so I can see all of the faces.
03:06
And so bridging across edges is our typical workflow,
03:10
but you can also use faces.
03:13
So I'll drag-select all these faces on both sides.
03:17
And when a closed loop is selected,
03:18
these arrows appear to correct any twisting that might happen.
03:23
And then when I build, all those faces are deleted
03:26
and new bridge faces are created across the resulting edges.
03:31
So it's not a common workflow, but it can occasionally be useful.
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